#include "Slip.h"

Slip::Slip(const Particle& p_in, const Cphase& cphase_in)
{
	slipVelocity = vector<double>(2, 0.0);
	slipVelocity[0] = cphase_in.V[0] - p_in.V[0];
	slipVelocity[1] = cphase_in.V[1] - p_in.V[1];
	slipVMag = sqrt(slipVelocity[0] * slipVelocity[0] + slipVelocity[1] * slipVelocity[1]);

	Rep = (cphase_in.rho * slipVMag * p_in.diam) / cphase_in.mu;
}